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[Ostoria] New 5e races and options for the Age of Giants

Posted: Mon Jul 30, 2018 11:09 pm
by Coronoides
Giants!
This thread is for rules and options generated for D&D 5e as part of my Ostoria project. However, much of this material could be used in other settings. Therefore I am posting here.
The Ostorian Age is a time when only the mighty can make their mark, all others are lost in the shadows of giants. PCs begin at 11th level. You could play regular humanoid heroes, giants, or dragons. Giants and dragons as races are ‘worth’ a number of class levels. For example a fog giant starts at 11th with 6 class levels while a cloud giant starts at 11th with one class level.
An example of what an Ostorian character might look like, in this case a Cloud Giant has been generated. https://www.dropbox.com/s/y5whr6uweufy8 ... 9.pdf?dl=0
Practical Considerations
Scaling some rules for Huge characters often necessitates large numbers of dice. Many existing spells use large numbers of d6s and d10s. Since you need these dice for D&D anyway when scaling up effects the dice used have been converted to numbers of d6s or d10s that roll the same average result.

Giants
There were more than a dozen of the kings, one for each true giant race that had ever walked Toril. When the world was young, they had been immortal monarchs, born of gods and destined to rule their progeny as long as Ostoria endured. … among them the progenitors of some races that had not been seen in the Ice Spires since before Hartsvale was a kingdom.
-The Titan of Twilight. Troy Denning

The Ordening
Giant civilisation is built on a strict hierarchy called the ‘Ordening’. The first level of the hierarchy is the status of each sub-race of giant; storm giants are the highest ranking then cloud giants, fire giants, frost giants, stone giants, and finally hill giants.
Within each subrace there is also an Ordening. At the top of each is the immortal progenitor king of that people. These include Nicias the dynasty of the cloud giants, Masud the khan of the fire giants, Vilmos paramount of the storm giants, Ottar jarl of the frost giants, Ruk chief of the hill giants, Obadai sage of the stone giants and more, over a dozen one for each giant subrace. The attributes used to determine an individuals place among giants of the same breed varies by sub-race. It is not unusual to disrespect or betray a higher ranking giant but it is very rude.
Proud rulers (race relations)
Giants do not develop a deep hatred for dragons until centuries later during the the 1000 Year War. At the peak of Ostoria individual giants recognise that individual dragons can be dangerous but believe that dragons are too isolationist and quarrelsome to band together and threaten giant kingdoms. Giants believe that the time of dragons is over and they are a waning race. Therefore while dragons within Ostoria are viewed with suspicion they can usually travel through giant lands unmolested.
Giant Names
Naming giants Vikings Href has a list of Giant names and for family names combine two words from Giant Craft (an abbreviated vocabulary appeared in VGM).
Giant Traits
Size. Your Size is Huge and your reach is 10 feet. Various giant breeds differ in height and mass but all are Huge. The first two times a giant would gain an extra attack from a class she gains a 1d10 hit die and associated increase in maximum hit points each time instead.
Age. Giants mature slowly and take 50 years to reach young adulthood. Most live to around 1000 years of age. However, with each generation life spans grow shorter; in campaigns not set during the Ostorian Age giants rarely live for more than 400 years.
Languages. You speak Giant and the Common tongue of humanoids.
Subrace. Every giant should also have the traits of one of the subraces given below. I the Age of Ostoria more than a dozen races of true giant roamed Faerun. Here I have assumed that the reef giants, jungle giants, and desert giants found only in Zakhara as well as other ‘foreign’ giants found only in distant lands in later eras are present in Ostoria.

Cloud Giant
Aristocrats dwelling in the clouds from far above those they rule. They strive to be paragons of taste. Cloud giants are attuned to the skies and are adept at magic relating to air and weather.
Statuesque
Cloud giants are muscular in an athletic well proportioned manner and at around 24 feet tall they tower over most other giants except the rare storm giants. Their pale handsome faces are framed carefully styled silver or blue hair. Some have protruding lower canines but otherwise they are a handsome race.
Cloud giant dress in the finest clothes they can afford and wear jewellery to further display their wealth. Draping fine linen and other expensive cloth is popular.
Refined Gamblers
A cloud giant’s place among her peers is determined by her elegant displays of wealth. It is not enough to have coins and gems, these items must be fashioned into beautiful jewellery or else spent on wondrous castles, elegant furniture, fine clothes or other luxury goods. Furthermore being able to afford to give these things away to friends or better yet enemies raises a giant in the ordering even further. A very expensive gift given graciously to an enemy might raise a giant’s status in the ordering to above that foe.
As well as gifts treasures and therefore Ordening status move among cloud giant’s through wagers. Cloud giants are fond of gambling games but truly important treasures are only used as stakes when giants bet on the outcomes of events nominally beyond their control. Gladiator combat between hill giants or even frost giants is a common sport. Another example is wagers on events in the lives of the humanoids that live below. Of coarse cloud giants are tempted to quietly interfere in outcomes to win a wager. Doing so is only illegal if caught resulting in loss of the wager. Interfering to win a wager an not getting caught is considered a fine emulation of Memnor the trickster god patron of cloud giants.
Life in the Clouds
Cloud giants live in the sky in castles and cities built on solid clouds. Over most of Ostoria the sky castles of the cloud giants serve as permanent reminder of the dominance of giants. The castles and cities are built to giant scale and to show the wealth and refinement of their inhabitants. Each cloud giant family will build the most wonderful and beautiful home it can afford and fill it with the best furniture and ornaments. Though they receive tribute from the lands below the cloud lands include gardens filled with flowers and oversized fruits and vegetables; the food the giant can set before a visitor is yet another measure of prestige. These gardens are also home to the cloud giants’ pets. Just as the nobles among the elves of Ilythiiri hunt with hounds and hawks, cloud giants keep griffons, wyverns, and perytons. Keeping such exotic predators fed and under control and breeding the finest bloodlines is another display of wealth and power.
On High
The uncaring and distant rulers of great tracts of the land below from their cloud castles and cities the clans of the cloud giants are the aristocrats of Ostoria. The only regions of Ostoria not lorded over by Cloud giants are those deep beneath the seas or earth, or ruled by reclusive storm giants. Cloud giants are patronising even to other giants, they are the ones that organise the society of those far below their airy castles. They are the patrons of Fire Giant artisans and they employ fire giant smiths to churn out axes and armour for frost giants whom in turn raid beyond the borders to bring treasure and slaves back to the cloud giants. Within the empire it is the cloud giants that direct the hill giant brutes that keep the humanoid populations under the heel.
Cloud giants generally have little to do with the elves, humans, and other humanoids they rule. What dealings they do have vary greatly. Some are tyrants that squeeze taxes from their subjects until the humanoids are starving in rags, and living off their gardens when the mistreated land below fails to yield. Others are beneficent rulers taxing lightly, patronising industry that will later yield taxes, sending rain when needed, and sharing the massive crops of their giant gardens when crops below fail. In either case those living below cloud castles must also contend with hidden meddling when their affairs become the subject of a cloud giant wager.
Treasures, Wagers, and Quests
Cloud giants might leave their castles in the sky and become adventurers for a number of reasons. The most common is to find treasure. Whether it be elven jewellery, wild griffon eggs to reinvigorate a bloodline, or magic items from the hoard of a dragon treasures do not just represent wealth to a cloud giant, finer things can elevate them in the Ordening. A cloud giant might want treasure as a means to political power or to raise his position high enough to woo a higher status love interest.
Another common reason to adventure is surreptitiously influence events on which there is a wager. This motivation is common enough that humans and elves are suspicious of cloud giant aid and other cloud giants sometimes demand travelling cloud giants avoid certain areas to avoid any appearance of manipulating events.
A cloud giant might also quest to resolve a problem or threat to the people below his home. Sometimes this is done for altruistic reasons but more often the chief concern is stopping a threat to the taxes following into the clouds from the lands below.

Cloud Giant Traits
Level Adjustment. A cloud giant begins as an 11th level character with one level in a class. Being a cloud giant is worth 10 level.
Ability Score Increase. The following ability scores increase by the given amounts: Strength +7*, Constitution +5*, Intelligence +1 Wisdom +2, and Charisma +2.
*Using Epic Boon variant rule (DMG230) a Fog Giant can Raise STR to 29 and CON to 24. Giants use a variant of the Epic Boons alternative rule (DMG230). After 20th level a giant can always use epic boons to raise ability scores to +2 height than the values given in the MM or 20 which ever is higher. Where other characters might need divine intervention or other story based excuses to do this giants already have and excuse, they’re giants!
Alignment: Cloud giants tend to emulated one of two aspects of their masked god Memnor. Either they are revere his charisma, intellect, and persuasiveness and are nuetral good or they favour his decietful, selfish, trickster side and are neutral evil.
Size. Cloud giants average around 24 feet tall and mass between 2100 and 3355 pounds. Your Size is Huge and your reach is 10 feet. The first two times a giant would gain an extra attack from a class she gains a 1d10 hit die and associated increase in maximum hit points each time instead.
Speed. Your base walking speed is 40 feet.
Giant Hide. Your thick skin provides and armour class of 14 plus your Dex bonus. If you have other sources of armour class, such as worn armour, calculate each separately and use the highest only.
Racial Hit Dice. you gain 6d12 hit die.
Racial Hit points. your maximum hit point increases by 6d12 ( or 84) plus your Con modifier multiplied by 10 hit points.
Giant Resilience. You are proficient in Con, Wis and Cha saves. If your class or another feature grants you proficiency in one of these saves you gain no further benefit.
Giant Senses. You are proficient in the Insight and Perception skills. You also have Keen smell which grants advantage on Wisdom (Perception) checks for smell and taste.
Cloud Giant Weapon Training. You are proficient in the use of huge rocks and morning stars as weapons (as per a Cloud Giant’s weapons MM154). Your unarmed attacks are natural weapons that do 1d8 bludgeoning damage
Innate spellcasting. You can cast the Light cantrip, Detect Magic, and Fog Cloud at will. You can also cast the following spells three times each Feather Fall, Fly, Misty Step, and Telekinesis. You can also cast Gaseous Form once. At 15th level you can also cast Control Weather once. Your innate spells recharge after a long rest. Your spellcasting ability score for these spells is Charisma.

Notes: The cloud giant plays something like a ranger. Due to high CON the giant has mid range hit points, he also has spells to aid mobility, and a devastating ranged attack.

Adventuring Equipment
Huge Healing Potion 200gp 7d10+17. Provides the same average healing as 4 medium potions of healing but contains a gallon of fluid. A Huge or Large character can drink the fluid on one action easily. A Medium or Small character must take 12 actions to quaff the potion receiving 1d4+1 each round. Proper human scaled healing potions are more efficient for humans.
Huge rations 1 day 8gp, 16Lbs

Livestock & Mounts
Trained Griffon 1600gp. Griffons cannot be bought or sold. Only characters proficient in Animal Handling can buy a griffon and then only as part of their starting equipment. The price listed here is assumes to cover the expenses of raising the creature. When a giant trains a griffon for hunting or war she does so from the egg. The griffon forms a bond with the trainer and acts like a wild beast if anyone else tries to handle it. Even trained griffons often ‘misbehave’ and eat horses and other livestock of Large or smaller Size. Most trained griffons belong to giants who train them to hunt much as humanoids train falcons and dogs. Rarely, a humanoid hero will succeed in training a griffon to act as a mount. A giant trained griffon will not carry a humanoid except when dead as a snack.
War Elephant/Mammoth. 1600gp. A Huge giant can ride an elephant but the effect is something like a grown human riding a pony. For travelling any distance a number of elephants should pull a vehicle. As a rough guide double the number of horses a human version of the vehicle would use. Outside of combat draft elephants can be used (200gp as per the PHB).
An elephant is an appropriate scale mount for an ogre.
Magic items
The Age of Ostoria predates the mass production of magic items by Netheril during the Arcane Age. Magic items in the Age of Ostoria should be unique with a suitably epic back-story. Fortunately, the DMG gives us tables to help fill out an item’s backstory (DMG142).
Giant artisans rarely give any serious thought to the multitudes of smaller humanoids who share their world, therefore giant magic items don’t resize for different owners, they are all built for use by Huge scale creatures only.
However, trade with other advanced civilisations, such as those of the Inner Planes brings some magically re-sizing items into the lands and seas of Ostoria.
Example magic items are given below.

Cloak of the Djinni: A Cloak of Protection made of diaphanous material made on the Elemental Plane of Air which randomly alters it's appearance in small ways. Built by djinni, not giants, this item does re-size to fit attuned owners in fact attuning this item takes only one minute. The wearer of the cloak suffers no harm from temperatures between -20 and +120F. There is a prophecy that the wearer of this cloak is destined to change the coarse of cloud giant history. Some want to stop this or take the item and take my place. Others believe the djinni invented the prophecy to increase the payment for the item’s creation.

Frost Claw: A Huge Longsword +1 carved from the claw of an ancient white dragon. The hilt is decorated with platinum and saphires from the dragon's hoard. When within 120' of a dragon grows slightly warm. The wryms hatred of frost giants lives on in the blade which glows faintly when frost giants are within 120'. when all is quiet you can even hear draconic muttering emanating from the blade. For their part dragons might recognize the blade carved from a dead dragon's claw and take offense. Frost giant shamans and others who know the lore believe the Frost Claw was made by frost giants and should remain in frost giant hands.

Frost Hide. The companion item to the Frost Claw, made from the hide of that same white wrym with clasps and buckles plated in platinum from its hoard. White Dragon Scalemail (DMG). Advantage on saves against Frightful Presence and Breath Weapons of all dragons and resistance to Cold damage. The armour also gives off slight warmth if within 120’ of a dragon. To fit a Huge character and does not magically rescale. Tainted by the it’s origins the wearer gains the Flaw of obsessive greed for treasure which has been the doom of many frost giant jarls. Dragons will recognise the hide of a dead white dragon and might take offence. Frost giant shamans and others who know the lore believe the Frost Hide was made by frost giants and should remain in frost giant hands.

Re: [Ostoria] New 5e races and options for the Age of Giants

Posted: Wed Aug 01, 2018 12:38 pm
by Coronoides
What follows is a full version of an existing piece that will be cut down and adapted for the Age of Ostoria.
Demigods
Annam was not the only diety to send avatars in the early ages of the world…
Death cannot hold them, they slip from her restful embrace to fight and love again for they have a spark of the divine within them, a spark that shows in their looks and deeds. Demigods, have a truly personal relationship with the divine and a desire to prove themselves heroes worthy other their birthright to win the approval of their divine parent while trying to avoid falling foul of the intrigues of the pantheon.
The Blood Tells
Born of the union of a mortal and a deity (or demigod) they look like extraordinary humans. Some are stunningly attractive, others incredibly tall and muscular, but all exude health, vigour, and confidence. Most have colouring to match the humans of their homeland but a few have unusual colouring, the smell of ozone, eyes that glow like embers, or other unusual features related to their innate powers. The hair of most demigods grows thick and fast leading to a tendency for long luxurious locks.
Great Expectations
Demigods are immortal, maturing to about 30 yeas of age as mortals do then remaining as healthy ageless adults until killed by misadventure or lifted up to become a god by a potent relative. Despite this longevity, demigods do not have the cultural perspective of long-lived races like elves and dwarves because they grow up among humans at the same rate as human children and then quests and adventures are thrust upon them at an early age. Only after surviving many quests does a surviving demigod come to take a long view one would expect from an immortal being.
Born to human families demigods are as culturally variable as human s are, though in some worlds the deities of some cultures are more likely to become personally involved with mortals than others. In worlds visited by the Greek pantheon these gods are notorious philanderers who produce many demigods. Demigods share the ambition and adaptability of their human peers however from an early age most are also raised with the expectation that they will accomplish great things which amplifies their ambition beyond the human norm. In most worlds there is a rich history of demigods becoming heroes and earning great fame from their valorous deeds. With those around them relying on them to be protective champions, most grow into adults who value the common good and believe in the duty of the strong and gifted to protect those less fortunate.
Troubled Families
Demigods are rare. There are no cities or villages of demigods. They live with their human families and have no culture of their own. This human life is often disrupted by interference by the demigod’s other family, the pantheon of gods. Whether by omens, prophesy, celestial messengers, or even avatar visitations the more potent members of the divine family seek to influence the growing demigod. Frequently, different gods have very different ideas about who the demigod child should become. Even more problematic are members of the divine family that consider the demigod a n enemy, often because conception was part of an extramarital affair. In some instances the murderous intentions of a betrayed divine spouse are so terrible that the young demigod must be raised in hiding. This exposure to the very human behaviour of the gods and being part god themselves makes holding deities in awe difficult and as a result few demigods are very devout.
The local temples also often take an interest in the young demigod whom they see as parochial evidence of the divine. The priests often try to control the child’s, education, vocation (they often want the child to be a cleric), and whom they marry. Most importantly the priests want the demigod’s behaviour to reflect well on the gods. This meddling and the typical impious attitude of many demigods to their divine relatives often puts the demigod at odds with organised religion.
Quests and Intrigues
Demigods are inescapably drawn into a life of adventure. Some crave the approval of their divine parent or the human community that expects so much of them. This desire for approval drives them to undertake challenging quests. Having a degree of invulnerability enables demigods to risks no mere mortal would and causes them to make light of terrible dangers mortal companions rightly fear. The more daring and dangerous the quest the better!
The gods play a game to win and we are but pieces on the board. The demigod is a valuable piece that has drawn the notice of the gods. As the gods plot and bicker their weaker relation is drawn into these disputes. Even if a demigod wanted a quiet life they would soon find themselves tossed into danger by the meddling of the gods. In some cases this meddling can drive a demigod to rebel against the divine family and side with mortals against the tyranny of the gods.
Demigod Names
Demigods use the same naming conventions as the humans who raised them. Frequently, bards singing their praises add descriptors such as “the invincible” to the demigod’s name.
Demigod Traits
Ability Score adjustment: demigods tend to be outstanding in one ability score. Add +2 to one ability score of your choice but then choose two others which are adjusted by -1 each.
Age: Like humans demigods reach adulthood in their late teens. Unlike humans demigods cease ageing around thirty years of age and never die of old age.
Alignment: The upbringing of demigods tends to hold them into heroes of good alignment. Their uneasy relationship with the ultimate authority figures leads many towards chaotic philosophies of personal freedom and rebellion.
Type: You have the Celestial Type. For better and worse you are immune to magic that affects those of the Humanoid Type. However, you are affected by magic that targets Celestials.
Size: Though godlings can be very variable in appearance and range from 4 ft to 8 ft tall they are all Medium.
Speed: Your base walking speed is 30 feet.
Languages: you can speak, read, and write Common and Celestial
Sphere of Influence: At 1st level you know one cleric or druid cantrip of your choice. At 13th level you choose one 1st level cleric or druid spell. You may cast this spell once. This spell is recharged by a long rest. At 15th level you may cast this spell at will. Also at 15th level you choose one 2nd level cleric or druid spell. You may cast this spell once. This spell is recharged by a long rest. At 17th level you may cast this 2nd level spell at will. At You do not need any material components to cast any of these spells, they are innate.
Immortal Spark: You share something of the undying nature of a true god. If certain conditions are met then this divine spark can breathe life back into your corpse. If you die your soul can choose one of the following effects as your action on your next turn or later to the usual limit of the spell. You must actually be dead, not just unconscious and making death saves. Regardless of the official spell description these effect only ever affect yourself, you cannot restore the lives of others. No components of any kind are needed to use these spell-like traits but all other limitations on the spell including time since death and condition of your corpse still apply. You cannot undertake a long rest while dead.
Level Spell Frequency
1 Revivify Once. May be used again after a long rest.
3 Revivify At will
7 Raise Dead Once. May be used again after a long rest.
11 Resurrection Once. May be used again after a long rest.

Divine Blood: the blood of a god in your veins gives you powers common to most divine beings. At 3rd level you gain the Telepathy trait as described in the Monster Manual. At 8th level you gain magical flight with a speed of 30 feet. At 13th level you can use the Planeshift spell on yourself only once. This spell is innate requiring no material components and can be used again after a long rest.
In your campaign world
The descriptive portions of this article are designed for fairly standard D&D worlds. However it is easy to make cosmetic changes to the appearance and backstory to suit your campaign world while leaving the rules unchanged. In a world with hundreds of gods perhaps with each generation divine power is diminishes, godlings are the next generation so weak as to be nearly mortal. Alternatively, perhaps they are diminished gods who have lost power as their faiths lose followers, an idea that appears in the folklore of the British Isles and elsewhere. In still other sources some cosmic upheaval is responsible. In D&D’s Forgotten Realms the gods walked among mortals during the Time of Troubles. You could also use these rules for Medieval saints and others upon whom a potent deity has bestowed a measure of divine power.
An extreme interpretation could use these rules with a modern or futuristic conversion of the 5e rules such as Hyperlanes (Scrivened LLC) or Ultramodern 5 (Dias Ex Machina Games) to create superheroes! Typical superheroes have a small number of thematic superpowers and a tendency to come back from the dead. For a superhero I would recommend that players can choose only one of the traits listed for Divine Blood.
Design Notes
This race is somewhat inspired by Greek mythology where the children born of a union of god and mortal, had incredible gifts. Unlike this race in the original sources Greek demigods were not immortal. In D&D the gods generally are marked by two core features. Firstly, they are immortal. Secondly, they have thematic powers related to a sphere of influence such as animals, love, thunder, or the Sun.
The challenge here is to include versions of these two iconic features that are on par with the traits of canon races. The obvious solution is to hijack existing spells to provide a broad choice of powers. Fortunately, my analysis of canon races produced both a point-based system for race design and methods of estimating the prices of spells as part of a race. As you may expect Revivify (self only) at 1st level accounts for 8 of the race’s 12 design points, the next most valuable trait is the cantrip. The other powers and spells are delayed until such higher levels that these are outstripped by class abilities at the same level and so are worth very little. The advantage of using existing spells is that they have already been thoroughly tested and have built in limits to prevent abuse. Note that even a character with Revivify at will can still be permanently killed by a terrible accident or careful enemy.
Despite her spark of divinity, a demigod should be able to play alongside PCs of other races without outshining her mortal companions. The main advantage of the race is being harder to kill, i.e. staying power. The majority of other races have advantages in damage dealing or exploration therefore the demigod has a unique feel in play. At the table demigods will suit players who enjoy heroic derring-do but hate to die.

Re: [Ostoria] New 5e races and options for the Age of Giants

Posted: Wed Aug 01, 2018 11:30 pm
by Coronoides
This is a version of the ogre race already posted elsewhere tweaked slightly for use in the Age of Ostoria setting.

Ogres (1000 Year War period only)
Ogres are not available for campaigns starting at the default date. They are available if you are playing in the 1000 Year War Period.
Fluff goes here.
Ogre Traits
Ogres have the following racial traits.
Level Adjustment 0. Joining Level 5. In an Age of Ostoria campaign the ogre starts play with 11 class levels. In other settings an ogre cannot join the party until the other PCs reach at least 5th level and would begin with 5 class levels. When a class grants the ogre her first extra attack she does not gain the extra attack and instead gains a d10 hit die and associated increase in maximum hit points.
Ability Score Changes. Add 4 to strength and 3 to constitution. Subtract 2 from intelligence, 1 from wisdom, and 2 from charisma.
Alignment. Though most ogres are chaotic evil, ogres from tribes under the influence of giants might be swayed towards other alignments.
Type. Ogres have the giant type.
Size: Ogres are Large and have all the benefits of that size including double damage large weapons. This is the reason for their joining level and loss of an extra attack. Use the rules for large characters to represent the problems of being so big including the rules for equipping Large characters.
Speed. An ogre’s base walking speed is 40.
Darkvision. You can see in dim light within 60 ft of you as if it were bright light, and in darkness as if it was dim light. This vision is without colour, only shades of grey.
Primitive Weapons. You are proficient in great clubs and javelins crafted to your large size. Your unarmed strikes do 1d2+STR bludgeoning damage.
Carrion Eater. Your large bulk, disgusting dietary habits, inherent toughness grant you an advantage on saves against poison
Languages: you speak Giant and Common. Most ogres cannot read or write. An ogre with 8 or higher intelligence may choose to become literate, or not.

Re: [Ostoria] New 5e races and options for the Age of Giants

Posted: Sat Aug 04, 2018 8:11 pm
by Coronoides
Cloud Giant race fluff added

Re: [Ostoria] New 5e races and options for the Age of Giants

Posted: Sun Aug 05, 2018 10:38 am
by Coronoides
Some fixes on the cloud giant (stuff that I failed to transfer from the spreadsheet)
And another giant race.
EDIT 6/8 some small changes CHA now +0 but proficient in light and medium armour.

Fire Giant

Powerfully built build fire giants value artisans who produce exceptional metalwork and merciless soldiers. Fire giants occupy a middle rung in the Ordening.
Iron Clad
Broad shouldered and sturdily built fire giants are stronger than frost giants who stand head and shoulders above them. However their short thick legs make them not as swift as other giants. Which is fine because a true fire giant does not flee. Their strength is so massive they wear iron armour the way other races wear clothes. Fire giants are rarely seen without at least a thick iron breastplate. Fire giants have coal black skin, flame red hair cut short or tightly braided, and eyes like red embers.
Militant Artisans
Free folk of other races know fire giants though the soldiers who hold Ostoria though might of arms and the taskmasters that drive humanoid serfs. Those few who visit a stronghold will see parents singing battle hyms to babies, toddlers wrestling and adolescents marching in breastplates. Fire giants are raised into the arts of war from birth. The whole of fire giant culture has a highly militaristic bent their songs speak of battles and their dances are like marching in formation. Fire giant lives are made of regimented days of disciple and training.
However, there is another side to the fire giants, industry. Fire giants praise artisans even more than soldiers and it is artisans, strong and intelligent, that rule fire giant strongholds. Fire giants excel at metal and stonework of all kinds. They are the only race of the Ostoria age that has the secret of forging steel, a secret lost in the later Arcane Age.
The lowest in the Ordening of fire giants are those who are poor fighters and worse crafters. These people of no useful skill must sully themselves by close proximity to the serfs they are forced to manage. Resenting their lot in life overseers usually delight in cruelly lording it over serfs.
Strongholds of Industry
Most fire giant homelands are in warm climates or built over volcanic lands but as Ostoria grew fire giants spread and even in cold lands you can find fire giants clad in thick furs whenever they venture from their forges and hearths. A fire giant stronghold is a stone and iron fortress built around the blazing heat of forges and filled with a haze of smoke. The most prestigious strongholds channel lava through their forges. Lesser strongholds make do with coal or wood supplied by serfs worked close to death. As Ostoria expanded whole forest were burned in the forges of fire giants. Indeed wherever they are strongholds are surrounded by cleared land filled with farms and pastures tended by impoverished serfs. Where there is ore, gems, or coal there are mines dug by serfs destined to die of exhaustion in the dark.
Cruel Overseers
On the frontiers of giant society fire giants rule fiefs outright but over most of Ostoria fire giant lords answer directly to cloud giant aristocrats above. Where the Could giants are callous distant lords fire giants do as they please as long as taxes flow up to the clouds. However, if the cloud giants have a benevolent attitude towards their humanoid subjects or if the fief is ruled by storm giants then these aristocrats will insist on lower taxes and curb the brutality of fire giant task masters. This often leads to fire giants resenting ‘soft’ cloud giants and storm giants by fire giants of low status. However, the fire giant ruling artisans view good cloud giants and storm giants in a favourable light because they are patrons who pay well for fire giant metalwork and stonework. Fire giants hold hill and frost giants in contempt. Hill giants and frost giants are little better than humanoid rabble with no disciple and producing no goods of worth. Both however make expendable battle-fodder when needed and hill giants are useful as labourers.
Fire giants have a poor reputation among non-giants. Humanoids of all kinds living under fire giants are serfs who toil only to see most of the fruits of their labours taken by the fire giants. Fire giant task masters are cruel and their soldiers efficient and merciless. Therefore humanoids generally fear fire giants and stay away from them as much as they can.
Mercenaries and Vagabonds
In the regimented society of the fire giants everyone has their place in the Ordening and knows what is expected of them. It is not a society where a restless spirit and wanderlust can flourish to inspire someone to take up a life of adventure. Most wandering fire giants are low Ordening who abandon their posts. Soldiers frustrated by a lack of opportunities for advancement in times of peace become mercenaries. Disgruntled overseers of serfs who abandon their posts become vagabonds who get by on banditry, theft, or day labouring. Either way most people are suspicious of fire giant travellers who are likely criminal ne’er do wells.
Fire Giant Traits
Level Adjustment. In all campaign settings a Fire giant begins as an 11th level character with 5 levels in a class. Being a fire giant is worth 6 levels.
Ability Score Adjustments: The following ability scores increase by the given amounts: Strength +6*, Constitution +6*, and Wisdom +2. Additionally, Dexterity is reduced by 1.
*Using Epic Boon variant rule (DMG230) a Fire Giant can Raise STR to 27 and CON to 25. Giants use a variant of the Epic Boons alternative rule (DMG230). After 20th level a giant can always use epic boons to raise ability scores to +2 height than the values given in the MM or 20 which ever is higher. Where other characters might need divine intervention or other story based excuses to do this giants already have and excuse, they’re giants!
Alignment. Most fire giants are lawful evil. PC giants can be any alignment. However, since Fire giant clans are rigid and militaristic so most have lawful alignments.
Size. Fire giants average around only 18 feet tall but are borad shouldered and heavily muscled, they mass between 3240 and 4300 pounds. Your Size is Huge and your reach is 10 feet. The first two times a giant would gain an extra attack from a class she gains a 1d10 hit die and associated increase in maximum hit points each time instead
Speed. Your base walking speed is 30 feet.
Giant Hide. Your thick skin provides and armour class of 13 plus your Dex bonus. If you have other sources of armour class, such as worn armour, calculate each separately and use the highest only.
Militant Artisans. You are proficient in great swords, fire giant rocks, athletics, perception, and one type of artisans’ tools. Your unarmed strikes do 1d6+STR damage.
Racial Hit Dice. You gain 4d12 hit die.
Racial Hit points.Your maximum hit points increase by 4d12 (or 28) plus your Con modifier multiplied by 6 hit points.
Giant Resilience. You are proficient in Dex, Con, and Cha saves. If your class or another feature grants you proficiency in one of these saves you gain no further benefit.

Design Notes
With good armour, strength, constitution, and great sword attacks playing a fire giant adds some combat prowess to any class. With five class levels the class abilities of a fire giant are more developed than cloud giants giving each more mechanical individuality.

Re: [Ostoria] New 5e races and options for the Age of Giants

Posted: Sun Aug 05, 2018 2:22 pm
by Boneguard
Coronoides wrote:
Sun Aug 05, 2018 10:38 am


Level Adjustment. In all campaign settings a Fire giant begins as an 11th level character with 6 levels in a class. Being a cloud giant is worth 5 levels.
Mini-typo.

Pretty interesting stuff so far. Looking forward to the rest.

Re: [Ostoria] New 5e races and options for the Age of Giants

Posted: Sun Aug 05, 2018 4:49 pm
by Coronoides
Boneguard wrote:
Sun Aug 05, 2018 2:22 pm
Coronoides wrote:
Sun Aug 05, 2018 10:38 am


Level Adjustment. In all campaign settings a Fire giant begins as an 11th level character with 6 levels in a class. Being a cloud giant is worth 5 levels.
Mini-typo.

Pretty interesting stuff so far. Looking forward to the rest.
Thanks. Typo fixed.

Re: [Ostoria] New 5e races and options for the Age of Giants

Posted: Mon Aug 06, 2018 11:44 pm
by Coronoides
Fire giant fluff added

Re: [Ostoria] New 5e races and options for the Age of Giants

Posted: Tue Aug 07, 2018 12:50 am
by shesheyan
Proof that giants existed a long time ago :
Image

Re: [Ostoria] New 5e races and options for the Age of Giants

Posted: Tue Aug 07, 2018 11:40 am
by Coronoides
Love Meuck
Me and storm giant newborn
Image

Me and those skulls
Image

Re: [Ostoria] New 5e races and options for the Age of Giants

Posted: Tue Aug 07, 2018 12:47 pm
by Coronoides
Ok, back on topic

Early Technology
Like the later Arcane Age setting (TSR 2e) technology is less advanced in the Age of Ostoria, about equivalent to 800BCE Europe’s various cultures, i.e. Iron Age.
The exception is fire giants, who I have decided have steel and Roman Empire-like engineering.
Banned items
A small number of items are not consistent with the proposed Iron Age level of technology and therefore not permitted to be among the starting equipment of natives of the era. The items are listed in the order they are presented in the PHB.
Plate armour (except fire giants who may also create suits for cloud and storm giant patrons).
Hand crossbow
Heavy Crossbow.
Ball bearings are actually glass, Stone, or ceramic marbles.
Vials and bottles are all pottery, glassblowing has not been invented in these lands.
Bullseye Lantern
Magnifying glass
Spyglass
Glassblowers’ tools.
Trinkets numbers: 17, 21, 33, 39, 44, 46, 48, 60, 67, 93, 97, and 98.
Additionally, the era’s ships are fine for coastal waters and island hopping but are not sea-worthy enough to cross the open ocean.
Weapons
Bronze weapons in this setting do the same damage as iron ones. They do not rust and cost twice as much as iron weapons.
Steel Weapons are only made by fire giants for themselves and cloud or storm giant patrons. In this setting they do the same damage as iron ones but are superior for non-combat reasons (they stay sharper long and rust less so need less maintanence) and are status symbols. They cost twice as much as iron weapons.

Re: [Ostoria] New 5e races and options for the Age of Giants

Posted: Tue Aug 07, 2018 1:46 pm
by shesheyan
Coronoides wrote:
Tue Aug 07, 2018 11:40 am
Love Meuck
Me and storm giant newborn
Image
Why I am not surprised! :lol:
The baby is fascinating.
(Its good to put a face on your avatar)

Re: [Ostoria] New 5e races and options for the Age of Giants

Posted: Tue Aug 07, 2018 10:51 pm
by Coronoides
Fixed up the fire giant design a bit. Now +6 STR, 4d12HD. Begins with 5 class levels at 11th level. Being a fire giant is worth 6 levels.
EDIT and AC13+DEX

Re: [Ostoria] New 5e races and options for the Age of Giants

Posted: Wed Aug 08, 2018 12:23 pm
by Coronoides
Frost Giants
Cold warriors who will not stoop to work or craft. Pale blue raiders who value the strength of their muscular arms and reputation for ferocity above all else.
Battle Scarred
Frost giants are nearly as tall as cloud giants and more powerfully built. A frost giant’s hair is light blue or white and typically hair and beards are worn long. Their skin is blue and often traced with white scars. They look upon scars as proof of a giant’s worth in battle but shun the lame. It is not unusual for a frost giant to wear the skulls of foes and the hides of beasts they have slain to further advertise their prowess. In the Ostorian Age frost giants trade plunder for fire-giant-made chainmail and axes; in later ages they are reduced to wearing armour made of scraps of stolen metal and axes made by their fore-fathers or perhaps fashions from the teeth of great dragons.
Might and Revellry
Frost giants value might above all else. Strength and ferocity determines a frost giants place in the Ordening. Usually, appearance alone is enough to determine relative status by the scars and trophies all giants wear. If the matter is uncertain then wrestling provides a ritualised but informal way of determining who is superior without bloodshed. In fact frost giants engage in such matches with glee and in the festive atmosphere massive brawls can erupt. However, those caught fight dirty loose all status, wrestling is a test of might not guile.
Naturally, the valuing of might makes frost giant culture one that values warriors. Crafting goods is shunned, a warrior takes goods from enemies and receives them as tribute. The exception is carving and leatherwork, perhaps because these crafts are so tightly tied to hunting and war trophies. However, the fetish of frost giant jarls wearing dragon hides does not become popular until the later thousand year war.
Frost giants love to drink, in any frost giant raid no inn or tavern is spared and the giants haul away all barrels and amphora they don’t drink on the spot. The next most prized targets are smithies and forges as the giant haul away metal for weapons and armour. In the Ostorian Age this metal is sent to fire giant forges and then some is sent back as mail and weapons. In later ages when giant civilisation is in tatters frost giants roughly re-use metal items in jury-rigged weapons and scrap armour.
Interestingly, frost giant do not value gold and gems which they see as soft useless metal and silly coloured stones. However, in the Ostorian Age they plunder these ‘worthless’ treasures to trade exchange for weapons and armour. They think cloud giants fools for taking such worthless junk.
Frozen Fortresses
While fire giants have reluctantly spread to all corners of the Colossal Kingdom and beyond using forges and hearths to keep the cold at bay, frost giants remain tied to lands where snow falls and high cold peaks. The ideal frost giant fortress is made of ice in lands where it will not melt. Frost giant lands cannot grow crops and provide little game. Some food can be gleaned from the sea, especially herring, whales, and walrus but not enough for the larger ice fortresses. In the Ostorian age frost giants hire out to cloud giants as mercenaries in exchange for food or raid beyond Ostoria’s borders. In later ages frost giants become dependent on raiding for survival creating an unending circle of violence.
Raiders and Slavers
Within Ostoria storm, cloud, and fire giants regard frost giants as uncouth muscle, unlikeable but they have their uses. Frost giants engage with other giants to trade for weapons and armour usually through cloud giant merchant princes who act as go betweens for the frost giant raiders and the fire giants who make the finest weapons. Away from their frozen homelands frost giants but within Ostoria frost giants are most often seen acting as mercenaries. Cloud and storm giants employ them as guards. In times of war they are employed as irregulars. A common giant tactic is a wave of undisciplined frost giant irregulars at the forefront then a wave of disciplined fire giant heavy infantry in formation.
Frost giants dwell in the inhospitable north where few other peoples can survive. Therefore, humanoid races most often encounter frost giants as raiders, frontline irregulars in an advancing giant army or as slavers. People on the borders of northern suffer not only loss of goods to giant raids but loved ones too. Disdaining work the giants rely on slaves to tend their mammoths, clean, cook and a hundred other chores. Since most slaves do not survive the cold for long the raiders must capture more regularly. It is not surprising that frost giants are hated and feared by humanoids.
Mercenaries and Scouts
To survive frost giant clans need to venture beyond their cold infertile lands. The traditions of raiding and mercenary work often see young frost giants seeking their fortune in distant lands either as sellswords or to scout out new targets for profitable raids. Others hire on as bodyguards to cloud giants and travel with their employers. Frost giants travelling as a cloud giant’s retinue are tolerated in most places. Lone frost giants are typically greeted with mistrust or fear.
Frost Giant Traits
Level Adjustment. In all campaign settings a frost giant begins as an 11th level character with 6 levels in a class. Being a frost giant is worth 5 levels.
Ability Score Increase. The following ability scores increase by the given amounts: strength +6*, Constitution +5*, and Charisma +1. Additionally Intelligence is reduced -1.
*Using Epic Boon variant rule (DMG230) a Frost Giant can Raise STR to 25 and CON to 23. Giants use a variant of the Epic Boons alternative rule (DMG230). After 20th level a giant can always use epic boons to raise ability scores to +2 height than the values given in the MM or 20 which ever is higher. Where other characters might need divine intervention or other story based excuses to do this giants already have and excuse, they’re giants!
Alignment. Most frost giants balance lawless plunder and battle lust against personal pride and warrior honour and thus are neutral evil. Player character frost giants can be any alignment.
Size. Frost giants average around 21 feet tall and mass around 2200 pounds. Your Size is Huge and your reach is 10 feet. The first two times a giant would gain an extra attack from a class she gains a 1d10 hit die and associated increase in maximum hit points each time instead.
Speed. Your base walking speed is 40 feet.
Giant Hide. Your thick skin provides and armour class of 13 plus your Dex bonus. If you have other sources of armour class, such as worn armour, calculate each separately and use the highest only.
Raider. You are proficient in the Athletics and Perception skills as well as the weapons frost giant rock and great axe. Your unarmed strikes do 1d6+STR damage.
Giant Determination. You are proficient in Con, Wis and Cha saves. If your class or another feature grants you proficiency in one of these saves you gain no further benefit.
Cold Damage Immunity. You take no damage from Cold.
Racial Hit Dice. You gain 3d12 hit die.
Racial Hit points. Your maximum hit points increase by 3d12 (or 22) plus your Con modifier multiplied by 5 hit points.

Re: [Ostoria] New 5e races and options for the Age of Giants

Posted: Thu Aug 09, 2018 2:41 am
by Boneguard
Pretty nice. So unlike Cloud and Fire giant, Frost doesn't have access to the Epic Boon to bust strength and Constitution?


For the fire giant, I notice 2 Cloud Giant mention (under level and ability score)

Re: [Ostoria] New 5e races and options for the Age of Giants

Posted: Thu Aug 09, 2018 11:43 am
by Coronoides
Boneguard wrote:
Thu Aug 09, 2018 2:41 am
Pretty nice. So unlike Cloud and Fire giant, Frost doesn't have access to the Epic Boon to bust strength and Constitution?

For the fire giant, I notice 2 Cloud Giant mention (under level and ability score)
Fixed all the things! When I arrived at the Piazza my last project (Council of Wryms conversion) was pretty far along already. This one you are begining from the near start in all it's misbegotten typo blemished glory!
I am very grateful to anyone who spots typo's, clarity issues, or where I have just got the design or lore plain wrong. I might not always agree but I often will and most importantly we'll be having a fruitful discussion of the rules and lore we enjoy.

Currently, I working through the MM, writing up the giant races already designed on my spreadsheet, and incorporating material generated through my Solo play thread. There should be a slow but steady trickle of material for some time to come.

Re: [Ostoria] New 5e races and options for the Age of Giants

Posted: Thu Aug 09, 2018 12:53 pm
by Coronoides
Started work on frost giant fluff. Worst neighbours ever!

Re: [Ostoria] New 5e races and options for the Age of Giants

Posted: Thu Aug 09, 2018 8:54 pm
by Coronoides
True giants now all represented as subraces of the Giant race with a few traits in Common.

Re: [Ostoria] New 5e races and options for the Age of Giants

Posted: Fri Aug 10, 2018 1:28 pm
by Coronoides
Hill Giant
Brutish oafs who toil, fight and die for larger giants. Hill giants in Ostoria are little better off than humanoid peasants. However, under these masters hill giants the brutal habits and violence is reined in. Those whose ancestors fled beyond Ostoria’s borders live little better than animals destined for short violent lives. Worse the appetites of wild hill giants make then a plague upon their neighbours.
Brutes
Shoulder height to a fire giant hill giants still loom over humans. Hills giants are muscular in an oafish manner. Their skins are usually tanned from years of hard labour outdoors. Within Ostoria they are usually dressed in rags unless encountered as gladiators fighting for cloud giant entertainment. Left alone they would not bathe and would soon reek of stale sweat, Fortunately, their masters ensure those seen in public are forced to wash.
In the lands beyond Ostoria wild hill giants live as they will in later ages, dressing in rotting animal hides and stinking of their own stale sweat.
Reluctant Labourers, Enthusiastic Enfocers
Hill giants are stupid, lazy, and unambitious. Hill giants have no ideas of their own and crudely mimic other giants as best they can. Their drives are those of beasts. When confused or angry they can enter violent rages. Unattended they would run amok across the land terrorising humanoid peasants and devastating herds. Fortunately, even the stupidest beast understands that size and might are to be feared. Among hill giants the largest strongest giant usually holds sway but rarely hold true power, instead the other giant breeds, which are larger, keep the brutes in check. Cloud giants in particular often keep gangs of hill giants whom they use as labourers and muscle. It is hill giants that are deployed to keep the Small folk under the heel of giant rule within Ostoria (VGM).
Cloud giants know they can gain obedience from hill giants by withholding food. Perhaps this history of near slavery where the strongest were well fed is the root of the fixation on food seen in hill giants in later ages when giant civilisation decays and hill giants are unsupervised and become a plague upon their neighbours. That hill giants are too stupid for deception also makes them easier to manipulate, most are too dim to be anything but blunt and direct and most are too dim to recognise lies told by others.

Stables and Steadings
Most hill giants are kept in huge barns-like open structures provided by other giants. Some wild hill giants have escaped beyond the borders of Ostoria where they build rough log steadings that ape the housing provided by the cloud giant masters their ancestors escaped. Wild hill giants gravitate to rough lands where farming is difficult and therefore civilised peoples are not present is the numbers needed to drive them off or exterminate them
Dangerous Toddlers
Hill giants serve other giants as labourers, enforcers, disposable battle fodder, and gladiators; in truth during the Age of Ostoria hill giants are slaves in all but name. Hill giants are kept in line mostly by fear with a little manipulation thrown in. When the strength of other giants is compromised short, chaotic and bloody uprisings have occurred.
Despite their use as muscle to enforce giant rule, among humanoids hill giants are not universally hated within Ostoria. Many humanoids hate hill giants because some hill giants are used as thuggish enforcers by cloud giants. Other humanoids see hill giants toiling alongside them under the same giant masters and sometimes come to see them as fellow oppressed peoples. Most humanoids also understand that hill giants are stupid and prone to violent rages if frustrated. The result is the most common attitude among humanoids is to treat hill giants with both pity and fear as if they were 16 feet tall toddlers.
Servants, Savages, and Freedom Fighters
Most often hill giants follow other giants into adventure as servants. Others might hale from free tribes of hill giants from the wilds beyond Ostoria who are seeking nothing more than an easy feed. Occasionally, a hill giant is draw into a conspiracy of humanoid revolutionaries who see him as another oppressed by giant rule. However, this usually ends badly because the hill giant is too stupid to keep a secret and believes as that as the biggest they should be in charge. This leads to the revolution or escape failing and a hill giant on the run.

Hill Giant Traits
Level Adjustment. In all campaign settings a hill giant begins as an 11th level character with 9 levels in a class. Being a hill giant is worth 2 levels.
Ability Score Increase. The following ability scores increase by the given amounts: strength +4*, Constitution +4*, and Charisma +1. Additionally, following ability scores decrease by the given amounts Dexterity -1, Intelligence -3, Wisdom -1, and Charisma -2.
*Using Epic Boon variant rule (DMG230) a hill giant can raise STR to 23 and CON to 21. Giants use a variant of the Epic Boons alternative rule (DMG230). Where other characters might need divine intervention or other story based excuses to do this giants already have and excuse, they’re giants!
Alignment. Away from the influences of other giants hill giants gravitate to chaotic evil. When working for other giants because of their low intelligence, willpower and sense of self they are easily influenced into other alignments.
Size. Hill giants average around 16 feet tall and 2200 pounds. Your Size is Huge and your reach is 10 feet. The first two times a giant would gain an extra attack from a class she gains a 1d10 hit die and associated increase in maximum hit points each time instead.
Speed. Your base walking speed is 40 feet.
Giant Hide. Your thick skin provides and armour class of 13 plus your Dex bonus. If you have other sources of armour class, such as worn armour, calculate each separately and use the highest only.
Bestial Senses. You are proficient in the Perception skill.
Carrion Eater. Your large bulk, disgusting dietary habits, inherent toughness grant you an advantage on saves against poison.
Racial Hit Dice. You gain 2d12 hit die.
Racial Hit points. Your maximum hit points increase by 2d12 (or 14) plus your Con modifier multiplied by 2 hit points.
Hill Giant Weapons. You are proficient in Great Club and hill giant rocks. Your unarmed strikes do 1d4+STR damage.
Suggested flaw: Box of Rocks Though not required many hill giants have this optional flaw. Your stupidity is dumbfounding. You fall for the simplest ruses, believe almost everything you are told, and commit acts of breathtaking stupidity. You can also gain inspiration by volunteering to fail a save against any illusion no matter how crude or unlikely.

Design Notes
Compared to other giants the hill giant adds little to the character mechanically and is closer to the PHB races in power. However, since other ability scores are penalised tend to cause hill giants to gravitate to classes that favour strength and constitution, i.e. fighters and barbarians. However, from a roleplaying perspective hill giants that run contrary to expectations, such as an intelligent hill giant rogue, can throw NPCs off-balance and be fun to play.

Re: [Ostoria] New 5e races and options for the Age of Giants

Posted: Sat Aug 11, 2018 2:13 pm
by Coronoides
First pass at the hill giant fluff. Trying to imagine their place in Ostorian society has caused me to speculate a lot more than for the other giant kinds. what are your thoughts? Have I gone too far from canon.

Re: [Ostoria] New 5e races and options for the Age of Giants

Posted: Sat Aug 11, 2018 4:04 pm
by Boneguard
That sounds about right. I could see other giant using them as shock troop. It would be a crude weapon but effective to soften the enemy up and sow confusion. I could also see them living in slums at he edge of town.

So who's next Storm or Stone giants? As I figure you'd cover the 6 classic giants first, before moving on to giant-kin (verbena, fomorian, firbolg, etc), fog giant, mountain giants, etc.

Re: [Ostoria] New 5e races and options for the Age of Giants

Posted: Sat Aug 11, 2018 8:59 pm
by Coronoides
Boneguard wrote:
Sat Aug 11, 2018 4:04 pm
That sounds about right. I could see other giant using them as shock troop. It would be a crude weapon but effective to soften the enemy up and sow confusion. I could also see them living in slums at he edge of town.

So who's next Storm or Stone giants? As I figure you'd cover the 6 classic giants first, before moving on to giant-kin (verbena, fomorian, firbolg, etc), fog giant, mountain giants, etc.
Slums is a good idea too.
‘Next up is stone giants. Behind the scenes I’m working through all the giant/Ostorian material published. The idea is to not contradict established lore. I started with the Grand History of the Realms and am now working through the 5e MM. Inerestingly, the Grand History tells us that the giant kin are not created until after Ostoria’s fall so they are outside the scope of the project. The other full size giants don’t have much history which is an excuse to include them. For the most part these other giants wont appear until I move onto sources from earlier editions. The exception is the Fog Giant because I’ve already designed them for my first DM’s Guild book.

Re: [Ostoria] New 5e races and options for the Age of Giants

Posted: Wed Aug 15, 2018 10:53 am
by Coronoides
Stone Giant
Stern and secretive dwellers beneath the earth, stone giants play almost no role in the surface world. Those that are seen are dull and rag clad. Few suspect the hidden artistic wonders of that fill the dark unseen cave-towns beneath the earth.
Stern Athletes
Stone giants look like statues carved of granite. Rough grey hairless skin covers a lean athletic body that moves with confident grace. Their black eyes sit in dark hollows under heavy brows and above a heavy angular jawline. Their movements are precise and graceful like a dancer hurling huge boulders with a fluid spin and precise accuracy. Stone giants wear simple wraps or kilts of hide or leather. Those relocated to the fringes of Stone giant lands wear I decorated leather or even just animal skins. Though most often seen these ragged individuals are not typical. The stone giant focus on the visual arts applies equally to their garments. Most Stone giants wear tooled leather decorated with metal fixtures. High-ranking giants wear heavy rings, bracers, armbands, and torcs set with dark gemstones.
Silent Artists
Stone giants are private individuals who reveal little about themselves or their homelands to outsiders. In fact they speak little even among themselves preferring to focus on their art to express themselves. Stone giant society is focused on the visual arts with the most talented Stone giants occupying the highest ranks in the Ordening are those with the most artistic talent. Stone carving in particular is prized and the leaders, shamans, and seers are chosen from the most artistic carvers. This is because stone giants believe that drawing out the shapes hidden in the raw stone is driven by inspiration received from their god Skoraeus Stonebones.
Curiously, athletics especially the catching and throwing of boulders is treated as an art by stone giants and those who can perform feats that combine strength and grace are treated as artists and rank high in the Ordening. In times of war these artists put aside their training to perfect their art take their place in the front ranks of stone giant armies.
Those with little artistic talent occupy the lower rungs of society and dullest least imaginative are conscripted to patrol and guard at the frontiers of stone giant lands turning away all visitors. These individuals also hunt game in the lands around the cavern entrances but are expected to stay away from the lands and affairs of other people.
Consider normal stone giant lives dwelling in dark quiet isolation encased by solid stone. Most know the surface lands of intangible air, light, and chaotic noises only from tales. Overtime the unreal properties of the surface has led stone giants to believe that the surface is less real then the solid stone world they inhabit. As in a dream the consequences of your actions don’t matter, oath can be broken and lies told, and surface peoples and animals are not truly real so their suffering and deaths are unimportant. Only the lowest of stone giant society do not hold these views. It is the stone giants at the bottom of the Ordening that guard the entrances to the caverns, who walk under daylight regularly, that come to realise that they at least live mostly in the dream and for them dream and its people are real.
Rune Carved Caverns
Before the drow were banished below, the illithid fell from the stars, or the dwarves appeared, the Underdark was dominated by the Stone giants.
Few outsiders see within the home caves of the stone giants, which are hidden deep beneath the feet of other peoples and guarded by patrolling stone giants and their cave bear companions. They carve the sagas and runes of their race into the stone until the surfaces of great caverns where covered in history and art. Each cavern network is a town connected to more distant stone giant towns by tunnels, natural or mined by the stone giants themselves. At the heart of every town is the deepest darkest cavern which is a holy place reserved for the most skilled carvers. The greatest masterpieces of artistic stonework in the world fill these utterly dark cathedral caverns never to be seen by outsiders.
Distant and Inconsequential
Since most people, including other giants, only ever see the inferior individuals conscripted to repel intruders at the border other peoples assume stone giants as a breed are dull, surly, and poor. Away from the entrances to their underground realms these giants seem disinterested in the affairs of other people. Stone giants do not take slaves and no humanoids live in stone giant towns. Most people consider stone giants secretive but not especially threatening.
Sages among the elves who delve into the histories suspect there is more to stone giants than most know because of the tales of rare intelligent well-equipped stone giants travelling the surface. However, the callous behaviour of these rare cultured travellers who seem not to care about the consequences of their actions leads highly educated humanoids to believe that the hidden rulers of the stone giants are evil.
Deserters and Dreamers
Most stone giant adventurers are border guards who desert their posts to find respect and a better life among the dream-folk. The best of these are rangers who often have cave bear companions. The worst are extremely dim and resentful of their low station whose rage leads them into the wilds as barbarian raiders. Fortunately these are rare.
Also very rare are higher station stone giants who visit the dream world on a vision quest. Unlike the border guards who have had decades of contact with the surface, these seekers truly believe that the surface world is a dream where their actions do not have true consequences and that surface people are not real and their lives don’t matter.
Traits
Level Adjustment. In all campaign settings a stone giant begins as an 11th level character with 5 levels in a class. Being a stone giant is worth 6 levels.
Ability Score Increase. The following ability scores are increased by the indicated amounts: Strength +6*, Dexterity +2, Constitution +5*, and Wisdom +1.
*Using Epic Boon variant rule (DMG230) a stone giant can raise STR to 25 and CON to 22. Where other characters might need divine intervention or other story based excuses to do this giants already have and excuse, they’re giants!
Alignment. Most stone giants are reclusive and show no concern for the affairs of others and are dedicated to art rather than justice or power. Most Stone giants are neutral. PC stone giants can be of any alignment.
Size. Stone giants average around 18 feet tall and 1475 pounds. Your Size is Huge. Stone giants are long limbed and mobile and therefore have a reach of 15 feet. The first two times a giant would gain an extra attack from a class she gains a 1d10 hit die and associated increase in maximum hit points each time instead.
Speed. Your base speed is 40 feet.
Darkvision. In dim light you can see out to 60 feet from you as if it were bright light, and in darkness you can see out to 60 feet as if it were dim light. You can’t discern colour in darkness.
Stoic yet agile: You are proficient in Dex, Con, and Wis. If your class or another feature grants you proficiency in one of these saves you gain no further benefit. You are also proficient in the Athletics and Perception skills.
Stone giant weapons. You are proficient in stone giant size rocks and huge great clubs. Unarmed your dense fleas and hard bones enable you to strike as hard as a much larger cloud giant. Your unarmed strikes do 1d8+STR damage.
Giant Hide. Your thick skin provides and armour class of 14 plus your Dex bonus. If you have other sources of armour class, such as worn armour, calculate each separately and use the highest only.
Artist. You are proficient in one type of tools from the following list: calligraphers’ tools, carpenters’ tools, jewellers’ tools, leatherworkers’ tools, masons’ tools (also used for sculpting stone), painters’ supplies, potters’ tools, smiths’ tools, weavers’ tools, woodcarvers’ tools (the caves are home to woody giant mushrooms called zurhkwoods).
Rock catching. If a rock or similar object is hurled at you, as a reaction you may make a dexterity saving throw DC10 to catch the missile and take no bludgeoning damage from it if successful.
Stone camouflage. You have advantage on Stealth checks to hide in rocky terrain.
Racial Hit Dice. You gain 4d12 hit die.
Racial Hit points. Your maximum hit points increase by 4d12 (or 28) plus your Con modifier multiplied by 6 hit points.
Design Notes
Stone giants were first presented as a PC race by Lewis Pulsiver in White Dwarf issue 17 in 1980. Stone giants lack racial spells and have few racial traits beyond their Size. They have good ability scores and saving throws as compensation. In play they are something like multiclassing with a fighter in that being Huge with high strength increases the damage of their attacks and high Constitution gives them good hit points.

Re: [Ostoria] New 5e races and options for the Age of Giants

Posted: Wed Aug 15, 2018 11:09 pm
by Coronoides
Unarmed strike damage added to giants where it was missing.
EDIT. THe following was missing from some races “The first two times a giant would gain an extra attack from a class she gains a 1d10 hit die and associated increase in maximum hit points each time instead.” and has now been added.
EDIT. Stone Giant traits added.

Re: [Ostoria] New 5e races and options for the Age of Giants

Posted: Thu Aug 16, 2018 11:41 am
by Coronoides
Rough first pass at the Storm Giant fluff

Storm Giant
Gigantic kings and seers of near god-like power the storm giants are respected by giants and revered by humanoids. Storm giants are usually contemplative recluses but if angered their wrath is a destructive force of nature.
Towering
Storm giants are the largest and most powerful of the giants. A typical storm giant has grey-purple skin and hair and deep green eyes. Rare colours among them include violent skin or hair, blue-black hair, and eyes of silver or purple.
Solitary Seers
Storm giants are a solitary people preferring the company of their own thoughts. They live alone and rarely even speak to each other. Storm giants tend to be contemplative, benevolent and intelligent which gives them a reputation for wisdom. However, most people know that though they are slow to anger the rage of a storm giant has a terrible intensity and lasts leaving a wake of devastation.
In the Age of Ostoria storm giants rule the Colossal Kingdom answering only to the avatar of Annam. However, storm giants leave the running of the kingdom’s fiefs to cloud giants. Instead storm giants are burdened with ensuring that Ostoria as a whole lasts forever. To this end storm giant culture teaches them all how to read signs and portends in the world around them sent by Annam. In this age all the giants enjoy the favour of Annam and so his omens are very clear providing instantaneous one way communication for Annam in his throne to even the most distant reaches of the Colossal Kingdom. Thus the foresight of Annam grants storm giants insight into likely future events and thus enabling them to intervene before threats come to pass. For the peoples of the Ostorian Age the wisdom and foresight of the storms giants is another reason to believe the Colossal Kingdom will last forever.
For those playing in the Thousand Year War period the question is then why didn’t the storm giants stop the war before it started? There are several theories. First, perhaps the storm giants had already lost favour with Annam so he neglected to send them warnings so the conflict with the dragons would serve as a test. Other sages believe that the series of events that started the Thousand Year War were so unlikely that even Annam did not foresee them. Finally, some believe that some storm giants did receive omens warning of the war but their quests to prevent the war failed.
Isolated and Empty Palaces
Storm Giants dwell in places far removed from their subjects at the bottom of the ocean, on high peaks, or floating on clouds. Wherever they dwell storm giants prefer imposing fortresses, castles and palaces. Here they dwell alone or perhaps as mother and father to children. Couples who will take their leave of each other once the children are grown.
Distant Seer-Kings
All the peoples of the Age, giant and humanoid alike, know that if they can somehow reach a storm giant’s palace, convince the giant of their good intentions, and show respect then the storm giant may serve as an oracle with much needed information and prophesy. However, tales also tell of those who anger storm giants and are destroyed. Treating with storm giants is not done lightly.
Other giants recognise storm giants as occupying the top tier of the Ordening and having authority over them. For most giants this is fine since most never see a storm giant except when the storm giant foresees a threat and orders them to help prevent it. Cloud giant’s however are used to being in authority in the storm giants’ absence and resent the intrusion of ruling storm giants into ‘their’ business.
Humanoids in Ostoria are in awe of storm giants. Though rarely seen the actions of storm giants are told in legends. As secretive and powerful rulers favoured by the god king it is perhaps unsurprising that some humanoids living under giant rule include storm giants as lesser gods in their devotions. Such local ‘gods’ are usually known as benevolent in their occasional advice and meddling in events but to anger them is to invite devastation. Very occasionally a storm giant will slowly gain a taste for worship and the power it brings and become a tyrant. Such reigns of terror can persist for centuries unless the tyrants actions threaten the unity and continuity of Ostoria, when that happens other storm giants directed by the omens of Annam bring down the tyrant in battles that level the surrounding countryside.
Shaping History
Adventuring storm giants are typically meddling in affairs to prevent an undesirable event. Often this meddling involves leading other giants and guiding their actions. Occasionally, early meddling fails to set events within their fief on the desired coarse and an epic quest is required.
The other reason for storm giants to travel is to seek out an enemy that has angered them and escaped their wrath. Only the most potent beings can escape the anger of a storm giant so the objects of these hunts tend to be ancient wryms, kraken, or demigods of legendary prowess. These hunts can easily become obsessions that drive the storm giant mad.
In either case the scope of the events or potency of foes that warrant the attention of a storm giant ensures that other giants and humanoid heroes are drawn in. Often a reclusive storm giant becomes a reluctant leader around which gathers a party of heroes.
Storm Giant Traits
Level Adjustment. Storm giants are not available as player characters at the start of the campaign. In all campaign settings a storm giant begins as an 17th level character with 1 level in a class. Being a frost giant is worth 16 levels.
Ability Score Increase. The following ability scores are increased by the indicated amounts: Strength +8*, Constitution +4*, Intelligence +2, Wisdom +3, and Charisma +3.
*Using Epic Boon variant rule (DMG230) a stone giant can raise STR to 30 and CON to 22. Where other characters might need divine intervention or other story based excuses to do this giants already have and excuse, they’re giants!
Alignment. Storm giants value seclusion and so potent that they see little need for teamwork. Most are also benevolent and therefore Chaotic Good. Occasionally, a storm giant gains a taste for power and treasure and becomes a chaotic evil tyrant. Player character storm giants can be any alignment.
Size. Storm giants average around 26 feet tall and mass around 3325 pounds. Your Size is Huge. Your Reach is 10 feet.
Speed. Your base speed is 50 feet. You also have a swim speed of 50 feet.
Storm Giant Weapons. You are proficient in storm giant rocks and huge great swords. Your unarmed attacks do 1d10+STR bludgeoning damage.
Giant Hide. Your thick skin provides and armour class of 13 plus your Dex bonus. If you have other sources of armour class, such as worn armour, calculate each separately and use the highest only.
Racial Hit Dice. You gain 10d12 hit die.
Racial Hit points. Your maximum hit points increase by 4d12 (or 28) plus your Con modifier multiplied by 16 hit points.
Storm Born. You are resistant to cold damage and immune to thunder and lightning damage. You are also immune to the normal environmental effects of being in deep water or at high altitudes. You can breathe both air and water.
Self-sufficient. You are proficient in Str, Con, Wis, and Cha saves. If your class or another feature grants you proficiency in one of these saves you gain no further benefit. You are also proficient in the Athletics skill.
Lightning Strike. As an action you can hurl a magical lightning bolt at a point it can see within 500 feet once. Each creature within 10 feet of that point must make a Dexterity saving throw, taking 54 (12d8) lightning damage on a failed save, or half as much damage on a successful one. The DC for this save is 8 plus your proficiency bonus and your charisma modifier. At the start of each of your turns roll a d6, on a 5-6 the lightning strike recharges and can be used again.
Innate Spellcasting. You can cast the following spells without material components.. All spells are regained after a long rest. You spellcasting ability for these spells is Charisma. The spell attack roll is equal to your proficiency bonus plus your charisma modifier. The save DC for these spells is 8 plus your proficiency bonus and your charisma modifier.
At will: detect magic, feather fall, levitate, and light.
3 times: Control Weather and Waterbreathing.
Omens. You may use this trait to cast the Divination spell as a ritual only. To do so you simply call on your gods then quietly watch and listen for signs and portents in the world around you. You only need verbal components and must not be blinded. Note that in the spell description the accuracy of the information degrades with repeated castings before a long rest.
Additionally, you can read omens and see patterns in random events that can reveal what is hidden in the present or the past. In game terms these small omens give you proficiency in the History and Perception skills.
Design notes
Since the race is worth 16 levels most of the character’s traits are determined by race not class.When designing the storm giant there nearly half of the design points were spellcasting and special abilities and the other half pure combat. Regardless of what class you take a storm giant will play something like a fighting secondary spellcaster such as a ranger, paladin or eldritch knight. A key determiner of your PC’s role will be your ability scores. If you want to be a frontline fighter you need to have high Constitution or your hit points will be less than a fighter of the same level. If you want to focus on your innate magical powers then assign a high Charisma.